Background And Aims: The aim of the present study was to estimate the complex association between Internet Gaming Disorder (IGD), substance use, and other risky behaviours in Czech adolescents whilst providing prevalence estimates of IGD and psychometric information regarding the Czech Internet Gaming Disorder Scale-Short-Form (IGDS9-SF).
Methods: A representative sample of 3,950 Czech adolescents was recruited through stratified random sampling in the school setting.
Results: Disordered gamers showed frequent use of specific substances such as pharmaceuticals, methylenedioxymethamphetamine, and lysergic acid diethylamide. In contrast, non-gamers had higher prevalence of alcohol, cigarettes, sedatives and tranquillisers, and marijuana use. A logistic regression, utilising IGDS9-SF raw scores and average daily gaming time, revealed a U-shaped relationship between gaming and both alcohol and cigarette use. Additionally, conduct problems such as bullying, and risky in-game behaviours were more prevalent among disordered gamers, with the exception of forging parents' signatures. The overall prevalence of IGD was 3.62% (95% CI = [3.1%, 4.3%]), with higher rates in males (5.89%; 95% CI = [4.9%, 7.0%]) than in females (1.45%; 95% CI = [1.0%, 2.1%]).
Discussion And Conclusions: The Czech IGDS9-SF used in the present study showed adequate psychometric properties. The association between gaming and substance use behaviours may be specific and multifaceted depending on the severity of the gaming-related problems. Furthermore, disordered gamers may become more vulnerable due to a higher incidence of conduct problems, bullying (victimisation), and in-game risky behaviours such as engagement with microtransactions mechanics (e.g., loot box) within video games.
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http://dx.doi.org/10.1556/2006.2024.00045 | DOI Listing |
Int J Behav Nutr Phys Act
January 2025
Department of Medicine, University of Otago, PO Box 56, Dunedin, 9010, New Zealand.
Background: Although evening screen time is thought to impair subsequent sleep, current measures are limited to questionnaires which seem unlikely to accurately assess screen time in youth. Given the ubiquitous nature of digital devices, improving measurement of screen time is required before related health effects can be appropriately determined. The aim of this study was to objectively quantify screen time before sleep using video camera footage.
View Article and Find Full Text PDFMedicina (Kaunas)
November 2024
Department of Psychiatry, Faculty of Medicine, College of Medicine, Kaohsiung Medical University, Kaohsiung 807, Taiwan.
: Exploring daily lifestyle characteristics in individuals with gaming disorder (GD) might identify underlying causes and intervention points. However, integrative and subjective assessments are lacking in studies on this topic. This study aimed to assess circadian typology and physical activity in young adults with GD.
View Article and Find Full Text PDFBehav Sci (Basel)
November 2024
Department of Psychology, International University of Sarajevo, 71000 Sarajevo, Bosnia and Herzegovina.
Novel treatment approaches for Internet Gaming Disorder (IGD) include the use of mindfulness and technology-based interventions. Mindfulness has been shown as a protective factor against IGD, but the treatment dropout rates are high due to long sessions and treatment duration. Pathological gamers show approach bias towards technological gadgets, and the inclusion of Virtual Reality has been effective in IGD treatment.
View Article and Find Full Text PDFSci Rep
January 2025
Department of Health, Medicine and Caring Sciences, Linköping University, Linköping, Sweden.
Although previous studies have suggested an association between digital media use and health, detailed knowledge about how different types of digital media impact adolescent health is limited. This cross-sectional population-based study explored the relationship between time spent on various digital media and adolescents' self-rated general and mental health. The study included 3566 Swedish high school students aged 16-17 years.
View Article and Find Full Text PDFCereb Cortex
January 2025
Key Research Base of Humanities and Social Sciences of the Ministry of Education, Academy of Psychology and Behavior, Tianjin Normal University, No. 393 Binshuixi Road, Xiqing District, Tianjin 300387, China.
This study explored the differences in brain activation between individuals with and without Internet gaming disorder (IGD) through activation likelihood estimation analysis. In total, 39 studies were included based on the inclusion and exclusion criteria by searching the literature in the PubMed and Web of Science databases, as well as reading other reviews. The analysis revealed that the activated brain regions in IGD were the right inferior frontal gyrus, left cingulate gyrus, and left lentiform nucleus.
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